zz going to explain a bit how FIRE works. When you infantry gets totally rekt and dies instantly to fire its due to a critical. A critical which triggers usually when you are below a certain hit point.
When the unit gets to a lower hit point the critical will trigger more frequent.
More damage > lowers hp faster > triggers critical quicker > entity dies in a fire.
Less damage > lowers hp slower > triggers critical slower > entity die slower in a fire.
Essentially if your squad was already damage it could still potential get one shotted by the KV-8 Flame shot. This has not changed.
What is the biggest thing your going to notice with the KV-8 with its damage reduced? Well it wont kill buildings ridiculously fast. That is going to be the most noticeable difference with this change.
To answer to Napalm with the damage being reduced previously to 40 to 27; is when we changed how fire damage worked and how the critical system was applied to units. Technically it was pretty much the same thing but done differently. |
Balance Update (July 8th, 2014)
Maps
After extensive testing we have optimized pathing on a number of maps to improve the quality of gameplay during a match. Numerous changes have also been made to improve balance. Various of bug fixes have been added including an exploit to salvage ambient wrecks; have been fixed.
Vaux farmlands
• Pathing improvements
• Bug fixes
Rails & Metal
• Pathing Improvements
• Bug fixes
Kholodny Spring
• Fixed small firing gap in southern hedge near VP
• destroyed the building in farm area near east player
• Moved east player’s cutoff player closer to their base and refined area
• Added two small infantry only lanes to increase ebb and flow
• Minor pathing fixes
• Minor cover adjustments
• Base alignment
Semois Winter
• Moved a bunker back in the north base
• Deep snow refinement
• Minor pathing fixes
• Minor cover adjustments
• Removed the ability for tanks to Sink from shallow streams
Langres Spring
• Adjustments to north cutoff area
• Added infantry access point to north base area
• Minor territory refinement
• Minor pathing fixes
• Minor cover adjustments
• Base alignment
Soviets
There were a number of issues we wanted to address in the Soviet Army which had to do with squad wiping. The HM-38 120mm Mortar and KV8 come to mind. With the 120mm getting its AOE profile change it will still pack a serious punch at close range but will have reduce damage impact at the mid-range. By offsetting some of values in the profile we will also see a very slight improvement at far range. The KV8 with its flamethrower was designed to be a hard counter against infantry this was never intended to be an eraser of infantry. The high direct damage the flame had would result in criticals triggering more often than intended thus increasing the chances of squad wiping and rendering all forms of infantry at useless. With the reduce damage squads will have a little more time to react accordingly and reduce the chance of squad wiping. Another result of this change will increase the time it takes for the KV-8 to kill buildings (which it kills OKW truck buildings ridiculously fast) The Maxim also had its rotation speed reduced because generally whenever a player tries to flank a maxim; the maxim will rotate quick enough to stop any oncoming flank. Various classic hotkey changes were added to fix overlap.
HM-38 120mm Mortar
• AOE Profile changed from 1.0 / 0.35 / 0.05 to 1 / 0.15 / 0.1
M1919 Maxim Heavy Machine Gun Team
• Reduce Rotation Speed reduced from 180 degrees per second to 120 degrees per second
KV8
• Flamethrower damage reduced from 27 to 16
Overdrive
• Hotkey changed from D to V
Tracking
• Hotkey Changed from R to I
US Forces
Volley fire is getting another change this update. The values that were implemented in the last update proved to be a slight over extension on our part. Where we found at the high expert levels of testing - Volley Fire was still quite effective; it was not easily readable the vast other majority. We decided to tone down some of the penalties and increase its suppression slightly to improve usability. The way Volley fire will work is near the end of the duration the squad being shot at by the ability will get surpressed (never pinned). Switching targets with volley fire will result in the spread of suppression to multiple squads which end up yielding no suppression because the threshold will not be hit. Defensive Stance which is an ability granted when equipped with a M1919 has its suppression reduce for a 360 degree shot it suppressed way too quickly. A number of smaller changes have been made to improve usability of units. Various classic hotkey changes were added to fix overlap.
Defensive Stance
• Suppression bonus reduced from 0.025 to 0.015
M10 ‘Wolverine’ Tank Destroyer
• Now has hold fire
M36 ‘Jackson’ Tank Destroyer
• Now has hold fire
T30E13 HVAP-T Armor Piercing Rounds
• Hotkey changed from H to V
Volley Fire
• Receive Accuracy modifier reduced from 50% to 40%
• Cooldown Weapon Modifier added by 0.125 on the last volley
• Suppression increased on the last volley from 0.01 to 0.03
Werhmacht
With the changes to Blitzkrieg providing max speed we felt that it was a change going into the right direction however we did see some unrealistic speeds achieved by medium tanks on roads. By reducing the max speed modifier we still achieve the intention of the change while maintaining realistic expectations.
Blitzkrieg
• Maximum Speed Modifier reduced from 1.5 to 1.35
OKW
Some small changes we made to help OKW deal with infantry in the early game. The Kubelwagen was in a good place offensively with its suppression however its durability came into question. When you get flanked as weapon team you can generally retreat without losing the squad. Due to the fragile nature of this unit when you were flanked you were severely punished especially if you lost the Kubel. With the slight increase in health it will give players more time to react and get out of danger without losing the kubel so quickly. Flak emplacements were also an defensive structure that was rarely ever built primary due to the fact that it cost too much fuel for an already fuel starved race. With the adjustment of Fuel to Manpower ratio it should be less of a fuel dump than its current revision. We also fixed an exploit that would allow the Puma to use its “Aim Shot” to squad wipe squads inside garrisons. The priority on the IG also got tuned so that it would prioritize infantry over vehicles.
Kubelwagen
• Health increased from 160 to 190
Flak Emplacement
• Cost changed from 130/25 to 250/10
Puma
• Aim Shot can no longer target buildings
• Will no longer share damage against units in garrison
IG 18 7.5cm Infantry Support Gun
• Priority changed to prioritize infantry over vehicles
|
Balance Update (July 8th, 2014)
Maps
After extensive testing we have optimized pathing on a number of maps to improve the quality of gameplay during a match. Numerous changes have also been made to improve balance. Various of bug fixes have been added including an exploit to salvage ambient wrecks; have been fixed.
Vaux farmlands
• Pathing improvements
• Bug fixes
Rails & Metal
• Pathing Improvements
• Bug fixes
Kholodny Spring
• Fixed small firing gap in southern hedge near VP
• destroyed the building in farm area near east player
• Moved east player’s cutoff player closer to their base and refined area
• Added two small infantry only lanes to increase ebb and flow
• Minor pathing fixes
• Minor cover adjustments
• Base alignment
Semois Winter
• Moved a bunker back in the north base
• Deep snow refinement
• Minor pathing fixes
• Minor cover adjustments
• Removed the ability for tanks to Sink from shallow streams
Langres Spring
• Adjustments to north cutoff area
• Added infantry access point to north base area
• Minor territory refinement
• Minor pathing fixes
• Minor cover adjustments
• Base alignment
Soviets
There were a number of issues we wanted to address in the Soviet Army which had to do with squad wiping. The HM-38 120mm Mortar and KV8 come to mind. With the 120mm getting its AOE profile change it will still pack a serious punch at close range but will have reduce damage impact at the mid-range. By offsetting some of values in the profile we will also see a very slight improvement at far range. The KV8 with its flamethrower was designed to be a hard counter against infantry this was never intended to be an eraser of infantry. The high direct damage the flame had would result in criticals triggering more often than intended thus increasing the chances of squad wiping and rendering all forms of infantry at useless. With the reduce damage squads will have a little more time to react accordingly and reduce the chance of squad wiping. Another result of this change will increase the time it takes for the KV-8 to kill buildings (which it kills OKW truck buildings ridiculously fast) The Maxim also had its rotation speed reduced because generally whenever a player tries to flank a maxim; the maxim will rotate quick enough to stop any oncoming flank. Various classic hotkey changes were added to fix overlap.
HM-38 120mm Mortar
• AOE Profile changed from 1.0 / 0.35 / 0.05 to 1 / 0.15 / 0.1
M1919 Maxim Heavy Machine Gun Team
• Reduce Rotation Speed reduced from 180 degrees per second to 120 degrees per second
KV8
• Flamethrower damage reduced from 27 to 16
Overdrive
• Hotkey changed from D to V
Tracking
• Hotkey Changed from R to I
US Forces
Volley fire is getting another change this update. The values that were implemented in the last update proved to be a slight over extension on our part. Where we found at the high expert levels of testing - Volley Fire was still quite effective; it was not easily readable the vast other majority. We decided to tone down some of the penalties and increase its suppression slightly to improve usability. The way Volley fire will work is near the end of the duration the squad being shot at by the ability will get surpressed (never pinned). Switching targets with volley fire will result in the spread of suppression to multiple squads which end up yielding no suppression because the threshold will not be hit. Defensive Stance which is an ability granted when equipped with a M1919 has its suppression reduce for a 360 degree shot it suppressed way too quickly. A number of smaller changes have been made to improve usability of units. Various classic hotkey changes were added to fix overlap.
Defensive Stance
• Suppression bonus reduced from 0.025 to 0.015
M10 ‘Wolverine’ Tank Destroyer
• Now has hold fire
M36 ‘Jackson’ Tank Destroyer
• Now has hold fire
T30E13 HVAP-T Armor Piercing Rounds
• Hotkey changed from H to V
Volley Fire
• Receive Accuracy modifier reduced from 50% to 40%
• Cooldown Weapon Modifier added by 0.125 on the last volley
• Suppression increased on the last volley from 0.01 to 0.03
Werhmacht
With the changes to Blitzkrieg providing max speed we felt that it was a change going into the right direction however we did see some unrealistic speeds achieved by medium tanks on roads. By reducing the max speed modifier we still achieve the intention of the change while maintaining realistic expectations.
Blitzkrieg
• Maximum Speed Modifier reduced from 1.5 to 1.35
OKW
Some small changes we made to help OKW deal with infantry in the early game. The Kubelwagen was in a good place offensively with its suppression however its durability came into question. When you get flanked as weapon team you can generally retreat without losing the squad. Due to the fragile nature of this unit when you were flanked you were severely punished especially if you lost the Kubel. With the slight increase in health it will give players more time to react and get out of danger without losing the kubel so quickly. Flak emplacements were also an defensive structure that was rarely ever built primary due to the fact that it cost too much fuel for an already fuel starved race. With the adjustment of Fuel to Manpower ratio it should be less of a fuel dump than its current revision. We also fixed an exploit that would allow the Puma to use its “Aim Shot” to squad wipe squads inside garrisons. The priority on the IG also got tuned so that it would prioritize infantry over vehicles.
Kubelwagen
• Health increased from 160 to 190
Flak Emplacement
• Cost changed from 130/25 to 250/10
Puma
• Aim Shot can no longer target buildings
• Will no longer share damage against units in garrison
IG 18 7.5cm Infantry Support Gun
• Priority changed to prioritize infantry over vehicles
|
Just gathering some of your thoughts to the free weekend; what worked what didnt etc. |
Hey Guys,
Sorry we didn't post these sooner however here is the full list of things that were adjusted with the CP changes. Since there were so many of them I''ve created a separate thread for them
http://community.companyofheroes.com/forum/company-of-heroes-2/company-of-heroes-2-general-discussion/11975-list-of-things-that-were-adjusted-with-the-command-point-system-change
CP System Adjustments:
SOVIET
M-42 moved to 1 from 2
DSHK moved to 1 from 2
Hm-38 120mm moved to 1 from 2
Shocktroops CP reduced to 1 from 2
Guards CP reduced to 1 from 2
PPSH reduced to 2 from 4
KV8 increased to 9 from 8
Vehicle crew repair moved to 7 from 8
t34/85 moved to 7 from 8
Ml-20 152mm howitzer moved to 7 from 8
is-2 moved to 9 from 10
isu-152 moved to 11 from 10
Radio intercept moved to 0 from 2
Conscript repair moved to 5 from 6
Incendiary artillery moved to 6 from 8
Anti-tank gun ambush tactics moved to 5 from 4
Soviet irregulars moved to 1 from 0
Pmd-6 anti-personnel mines moved to 2 from 0
B-4 203mm howitzer moved to 7 from 8
Kv-1 moved to 7 from 8
Repair station moved to 3 from 2
Kv-2 moved to 11 from 10
Partisans moved to 1 from 2
Partisan tank hunters moved to 1 from 2
GERMAN
Mortar ht moved to 1 cp from 2
Arty field officer moved to 1 cp from 2
G43 moved to 2 from 4
Opel Blitz truck moved to 3 from 2
Supply drop zone moved to 3 cps from 4
Redistribute resources moved to 3 cps from 4
Mechanized assault group moved to 3 from 2
Mechanized Grenadier group moved to 3 from 2
Spotting scope moved to 5 cps from 4
Hulldown moved to 5 cps from 4
Stug III E moved to 5 cps from 6
Command tank moved to 7 cps from 8
Pak 43 moved to 7 from 8
LeFH moved to 7 from 8
Tiger moved to 9 cps from 10
Elefant moved to 11 cps from 10 |
Three weeks have passed since the Turning Point patch and their commander DLCs which broke all game balance.
All the community have been ranting and complaining since then, and STILL we don't have a word from Relic.
Instead, I'm sure that if I'd have an issue buying a DLC and I'd post it here, Noun would answer me in less than 10 minutes.
At least, with the ranting people is expressing their dissapointment with the game, and as customers I think they are in their right to do that.
http://community.companyofheroes.com/forum/company-of-heroes-2/coh-2-balance-feedback/commander-balance/4292-future-balance-items
posted on November 15th. |
Looks cool def going to check this out. |
We are currently looking into the issues provided and trying to fix them asap.
Thank you. |
That is kinda GAY - what is the reason for this?
there are plans to move it into 4v4 but there are optimization issues that need to be address |
SO why in the stream last week was it advertised as 3v3 and 4v4?
even esl promoted this as the map to have a 4v4 tourney on, kind of hard to learn it well for 4v4 tourney if only playable in custom
The stream said the map could be played as 3v3 and 4v4
the map can be played 3v3 and 4v4
-__-
|